Arma 3
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Impasse Total War - Chernarus Winter
   
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Data Type: Scenario
Scenario Gameplay: Multiplayer, Coop, Persistent
Scenario Type: Air, Infantry, Vehicles
Scenario Map: OtherMap
DLC: Jets
Meta: Dependency
Tags: Tag Review
File Size
Posted
Updated
1.499 MB
20 Apr @ 10:12am
14 Jun @ 9:41am
15 Change Notes ( view )

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Impasse Total War - Chernarus Winter

In 1 collection by Skull
Skull's: Impasse Total War
48 items
Description
=== Mission Overview ===
Impasse Total War is a randomly generated persistent capture the island mission broken up into zones that are fought over sequentially. Vehicles play a big part in the warfare and there are many parameters to adjust the game to fit your play style.

Features:
  • solo or coop team play
  • ai engage each other using infantry, land vehicles, aircraft
  • virtual garage is available to the players
  • choose any factions
  • save game feature
  • virtual arsenal
  • friendly AI squad and teammates that can revive the players and each other
  • many adjustable parameters to suit the game to your liking
  • the mission can be instantly moved to any map just by changing the pbo filename

The map is broken down into zones that must be captured in order. Each zone has a number of objectives that must be captured and held. Once all objectives are captured and held by the player's side, the next zone becomes contested and a base is placed at each of the just captured objectives.

Having more friendlies than enemy in an objective will capture the flag. It will go faster the larger the difference.

=== Restarting Mission ===
I've gotten a few questions on how to restart the mission. It's in the parameters; 1st parameter is 'force new game'. Parameters screen is where all the options are. Before starting the mission, on the role assignment screen, in the upper right is a 'parameters' button.

=== Features Available ===
Save Game: The game is automatically saved after each zone is captured. The save includes where objectives are located, which zones have been captured, which contested objectives are owned by the players, and the player loadouts. Winning (capturing the whole island) will remove the saved game. You can also force a new game in the parameters. You can also save partial progress (which objectives are blue) at any time at the officer at any base.

Allies: You have squads of allied AI. They will spawn at your captured zones and head to the contested objectives utilizing vehicles as are available. You can adjust which objectives they prioritize using the radio (0-8-7). If you get knocked unconscious while allies are nearby, they should come revive you.

Teammates: Additional teammates can join your squad (option available at the officer at any of your bases). These teammates will revive any player or other teammate nearby. They will follow the squad leader and are controllable as normal in Arma. They have an additional feature in that they can follow a specific player if requested (use the action menu on the AI).

Following will cause the AI to keep a couple dozen meters behind the player. The AI will enter/exit vehicles that the player gets in/out of. The AI will copy the player's stance as well. This allows players to split off from the group (to do recon or sniping for instance) and still have a teammate to help revive them. The squad leader can recall the following AI by issuing a 'regroup' command.

Supports: A few supports are available from the supports menu. (0-8 on the keys above the keyboard, not the number pad.) Supports include calling in a transport helicopter, a vehicle drop, a virtual arsenal crate, calling in flares, and adjust your ally squads objective priorities.

Leader Request/Relinquish: You can request to take leadership of the squad, or ask to relinquish leadership at the officer at any of your bases.

Flares: This will drop flares for about 10 minutes at the designated location. It's useful for night missions where NVGs are not available. The flares use the point you are aiming at when you make the call to indicate where you want the flares to drop. If you aim at the sky, it will bring up the map for you to choose. The flares will drop within 80m radius from this point.

Pausing If playing the game solo, with only one player who is hosting, there will be a 'pause game' option added to the players action menu (mouse wheel) when not in a vehicle. A useful feature for bathroom breaks or answering phone calls.

=== Parameters Available ===
The following are some of the parameters that can be set before starting the game:
  • Objective count, size, capture speed
  • Turn on/off 3D task markers and flag status hud
  • Choose player faction and their skill
  • Number of AI fighting on the map
  • Which vehicles dlc/mods to use
  • Is ai use of more powerful vehicles limited at start of the game
  • How prevalent are rocket launchers among the AI
  • Choose enemy faction, and difficulty/skill level
  • Virtual garage for players to pull up vehicles
  • Turn on or off showing 'known about' enemy groups on the map
  • Civilian presence
  • Virtual Arsenal - full or only faction specific
  • Time and weather options
  • Vehicle chooser option where you choose which specific vehicles are used by AI



Check out my other missions here: https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=2773765491

Skull Collection: Get all the missions in one zip here[www.dropbox.com]


This is a coop mission, so it can only be played in the multiplayer part of Arma, although you can play it solo and private without being accessible to anyone else. This is how to play this mission:

Launch Arma. Once it's started select 'multiplayer' then 'server browser'
At the top select 'host server'. A list of settings will show up. Look at the 'HOST' option. If you have it set to 'LAN' then it will be a private game. Click the 'Host Server' button.
Next you should choose the map on the left, and the mission on the right.
Then click 'play'.

9 Comments
maskedbehemoth 25 Apr @ 11:31am 
thank you
Skull  [author] 25 Apr @ 8:52am 
I'm able to reproduce it. Its not you, it's a bug. I'll figure it out and have it fixed for the next update. Thanks for explaining it and helping to be able to reproduce it.
maskedbehemoth 25 Apr @ 6:16am 
hi, unfornately it is still happening. idk how to fix it tho, but there was this time when the FOB or base at the start had the vehicles in the right scheme (the one that spawns at the base). but for the ones the AI uses, it still uses the default one. idk if that's my end's fault or the mod
maskedbehemoth 23 Apr @ 2:00am 
alright, thanks
Skull  [author] 22 Apr @ 1:36pm 
If it keeps happening, let me know exactly how to reproduce it and I'll look into it.
maskedbehemoth 22 Apr @ 12:48pm 
oh, i guess its a bug at my side. cause for example i choose the BRDM-2, it has the CDF scheme as default. I wanted to change into a ChKDZ scheme, but when it showed up in the mission and the AI using it, it still has the default scheme. I already choose the camo scheme and filled the checklist and pressed select to put it in the selection for the AI to spawn it
Skull  [author] 22 Apr @ 11:48am 
It seems to be working for me. What specifically are you doing, and what vehicle are you having issues with? I used the garage at the office near the spawn point, I chose a tank (nato bobcat), added bag and camo netting, and changed the color to olive. It showed up with those changes.

I also tried when selecting which vehicles will be used at mission start (parameter to choose from garage), and chose a few vehicles and changed their color and options. All the vehicles that spawned in the base were the color I chose.

Maybe I'm misunderstanding your issue, or maybe a mod or something is interfering. If I can reproduce the issue I can try to fix it.
Skull  [author] 22 Apr @ 10:23am 
I'll check into it. I thought it was using those paint schemes. Maybe I broke it after getting it working :-\ I'll add it to my list.
maskedbehemoth 22 Apr @ 7:07am 
i have a suggestion, once in the virtual garage for vehicle selection, it has a livery and camo option to choose the vehicle. but when i choose a specific paint scheme, the vehicle spawns in it's default paint scheme from the selection. any chance to implement this fix?